X-Git-Url: https://git.auder.net/assets/current/git-favicon.png?a=blobdiff_plain;f=client%2Fsrc%2Fbase_rules.js;h=6da3212f51b52b5787bcfd1825d65634fcda52db;hb=6b9378a6b88b81f71ce5ad5d332ab6accfe1994b;hp=71fa13cfaa4e756d96b7e04445ec009d14964620;hpb=bb688df52df0713aba7b2c1c068614544f5ae96d;p=vchess.git diff --git a/client/src/base_rules.js b/client/src/base_rules.js index 71fa13cf..6da3212f 100644 --- a/client/src/base_rules.js +++ b/client/src/base_rules.js @@ -128,11 +128,11 @@ export const ChessRules = class ChessRules { if (position.length == 0) return false; const rows = position.split("/"); if (rows.length != V.size.x) return false; - let kings = {}; + let kings = { "k": 0, "K": 0 }; for (let row of rows) { let sumElts = 0; for (let i = 0; i < row.length; i++) { - if (['K','k'].includes(row[i])) kings[row[i]] = true; + if (['K','k'].includes(row[i])) kings[row[i]]++; if (V.PIECES.includes(row[i].toLowerCase())) sumElts++; else { const num = parseInt(row[i]); @@ -142,8 +142,8 @@ export const ChessRules = class ChessRules { } if (sumElts != V.size.y) return false; } - // Both kings should be on board: - if (Object.keys(kings).length != 2) return false; + // Both kings should be on board. Exactly one per color. + if (Object.values(kings).some(v => v != 1)) return false; return true; } @@ -191,9 +191,9 @@ export const ChessRules = class ChessRules { return V.CoordToColumn(coords.y) + (V.size.x - coords.x); } - // Path to pieces + // Path to pieces (standard ones in pieces/ folder) getPpath(b) { - return b; //usual pieces in pieces/ folder + return b; } // Path to promotion pieces (usually the same) @@ -367,6 +367,13 @@ export const ChessRules = class ChessRules { // Position part of the FEN string getBaseFen() { + const format = (count) => { + // if more than 9 consecutive free spaces, break the integer, + // otherwise FEN parsing will fail. + if (count <= 9) return count; + // Currently only boards of size up to 11 or 12: + return "9" + (count - 9); + }; let position = ""; for (let i = 0; i < V.size.x; i++) { let emptyCount = 0; @@ -375,7 +382,7 @@ export const ChessRules = class ChessRules { else { if (emptyCount > 0) { // Add empty squares in-between - position += emptyCount; + position += format(emptyCount); emptyCount = 0; } position += V.board2fen(this.board[i][j]); @@ -383,7 +390,7 @@ export const ChessRules = class ChessRules { } if (emptyCount > 0) { // "Flush remainder" - position += emptyCount; + position += format(emptyCount); } if (i < V.size.x - 1) position += "/"; //separate rows } @@ -672,7 +679,8 @@ export const ChessRules = class ChessRules { enpassantMove.vanish.push({ x: x, y: epSquare.y, - p: "p", + // Captured piece is usually a pawn, but next line seems harmless + p: this.getPiece(x, epSquare.y), c: this.getColor(x, epSquare.y) }); } @@ -829,7 +837,7 @@ export const ChessRules = class ChessRules { castleSide++ //large, then small ) { if (this.castleFlags[c][castleSide] >= V.size.y) continue; - // If this code is reached, rooks and king are on initial position + // If this code is reached, rook and king are on initial position // NOTE: in some variants this is not a rook, but let's keep variable name const rookPos = this.castleFlags[c][castleSide]; @@ -1093,7 +1101,9 @@ export const ChessRules = class ChessRules { ) { const flagIdx = (move.start.y == this.castleFlags[c][0] ? 0 : 1); this.castleFlags[c][flagIdx] = V.size.y; - } else if ( + } + // NOTE: not "else if" because a rook could take an opposing rook + if ( move.end.x == oppFirstRank && //we took opponent rook? this.castleFlags[oppCol].includes(move.end.y) ) { @@ -1187,7 +1197,7 @@ export const ChessRules = class ChessRules { return V.INFINITY; } - // Search depth: 2 for high branching factor, 4 for small (Loser chess, eg.) + // Search depth: 1,2 for high branching factor, 4 for small (Loser chess, eg.) static get SEARCH_DEPTH() { return 3; } @@ -1274,8 +1284,8 @@ export const ChessRules = class ChessRules { } let candidates = [0]; - for (let j = 1; j < moves1.length && moves1[j].eval == moves1[0].eval; j++) - candidates.push(j); + for (let i = 1; i < moves1.length && moves1[i].eval == moves1[0].eval; i++) + candidates.push(i); return moves1[candidates[randInt(candidates.length)]]; }